Should be noted that this process differs some from how we did it in Salisbury, the versions below is more in line with how it is intended, but in Salisbury I ran a simplified version, since we had such a large and mixed group.

Name: - These tends to be Old-English sounding names, Liaem, Saxon, Kenxie, Sadie, etc. But not limited to these sounding names

Age: A mice can be inducted in the guard as early as 14, they officially become guard mice at the age of 18 (normally) and most retire before the age of 60

Fur Color: Five most common are; Black, Blonde, Grey, Red and the most common: Brown

Home: Pick the home townstead or location for your mice. Most of the guard come from Lockhaven (the guards HQ fortress) Sprucetuck, Barkstone, Ivydale, Copperwood, Port Sumac, Shaleburrow and Elmoss, which all have their own cutlture and feel.
You get to pick either one of the skills, that you start with 2 in, or the trait (for free) or this can be traded for 1 free skill point to be placed in any skill. If your character is not that connected to his town.

Parents: What were their occupation, where do they live? Nearly all mice take up either their mother or father's occupation and practice these skills even while working as a guard. Plus the parents are often allies of the mice, which can come in handy during work.

Senior Artisan: To be discussed with Kai - But choose their area independently (impacts skills - see below) Friend or Ally: To be discussed with Kai - But choose their area independently (impacts skills - see below) Enemy or Rival: To be discussed with Kai - But choose their area independently (impacts skills - see below) Mentor: To be discussed with Kai - But choose their area independently (impacts skills - see below)

Guard Rank: There is 5 ranks within the Mouseguard: Tenderpaw - Fresh recruits, Guardmouse - Foot soldiers, Patrol guard - Veteran mice responsible for complicated or independent missions, Patrol leaders - Mice who have demonstrated that they can think independently and can lead, Guard Captains - Highest standing rank below Gwendolyn herself and normally not open for players, until they achieve it in game.
If you choose to play a Tenderpaw, another player must act as your character's mentor, and the “mentor skill” must be one that player has.

Cloak Color: Gifted to the mice by their mentor, as a symbol of graduating and becoming a full guard mice. The mentor always chooses the color and represents the way they view their student's disposition or personality. For instance blue for somebody who is always calm, or red for somebody who just can´t contain themselves, always wanting to push further.

12. Belief: Ethical or moral statement that sums up how the character sees the world. “It does not matter what you fight, but what you fight for” - A core statement in Mouseguard. So why does your character fight? What keeps them going despite hardship, should be 1-2 sentences.

13. A goal - A task, a mission or vow they try to complete. These are goals for 1-2 seasons,
and will change during play.

Instinct: A sentence that describe your characters gut reaction, what they instinctively would do: “Save the innocent”, “Never delay when on a mission” “Never shy away from danger”
This can be used to give bonuses on dice rolls, or impact game in other ways.

Nature: The mouse's natural abilities and tendencies, e.g what you were born to do, what helps you survive in the wild and cruel world. It goes from 0-7, the higher the number, the more mouselike you are.
It is four aspects that follow were Nature can be used instead of skill: Escaping, Climbing, Hiding, Foraging, but if you use nature (or is forced to) in situations outside of those, you risk losing a bit of it.

Will: How mentally resilient, sociable and adaptable your mouse is. Goes from 1-6 and is used for instance when you resist another character trying to convince you of something.

Health: Your mouse's physical strength and well being. Goes from 1-6

Resources: What material resources your character can produce, can be a measure of resourcefulness of wealth. Ranges from 1-10

Circles: How socially connected you are, in and outside of the guard. Goes from 1-10 and can be used for instance to know somebody in a new town.

Age
Decide your mouse's age - This determines Health and Will - As your body ages, you accumulate wisdom, so younger mice aren't always better. Mice aged under 17 must be tenderpaws.

Age: 14-20
Will: 2
Health: 6
(20 and under must be tenderpaws)

Age: 21-27
Wil: 3
Health: 5

Age: 28-34
Will: 4
Health: 4

Age: 35-41
Will: 5
Health: 3

Age: 42-48
Will: 6
Health: 2

Age: 49-55
Will: 7
Health: 2
(Will be notably old.)

Nature

You start with a 'base' nature rating of 3. Modify it by answering the three questions below, and calculate your mouse's nature. Please try and remember/note down the limitations your answers will put upon your traits and skills!

1 - Do you save for winter even if it means going without something now? Or do you use what you have when you need it?
If you save for winter, increase your Nature by 1. You may not take the Bold or Generous traits.

2 - When confronted, do you stand your ground and fight or do you run and hide?
If you run and hide, increase your Nature by 1. Decrease your starting Fighter skill, if you take it, by 1.

3 - Do you fear owls, weasels and wolves?
If you do, increase your Nature by 1. You may not take the Fearless trait.

4 - Are you a tenderpaw;
If so - increase your nature by 1.

The start of skill assignment!Mice can learn a wide array of skills, and you learn more and get better with practice or experimentation. You begin with some skills, representing your mouse's experiences thus far.

Here is a list of all the skills in Mouse Guard, worth making a note of which ones matters to you.
You get 5 starting levels to divide between these, you can add one or more points per skill. To the max of 3 at this stage (and remember no skill may go above 6 in total)

Most of these are self explanatory. If you want a skill clarified, ask here or PM me. The Ondatratian skill relates to muskrats

In the following stages, you will assign, essentially, 'points' to these skills. It is important to detail these step by step, because most of them have other effects/importance as well!
All skills start at 0. No skill may start at more than rank 6. (Max 3 for Tenderpaws)

Natural talentsSome mice are just naturally better at some tasks than others.

You each have 3 points, which you may assign to any skill. You may assign several points to a single skill if you wish.

Intermouse Communication
Every mouse has their own favoured way of talking others over to their side. Pick one of the skills below and increase it by one point.

Deceiver
Orator
Persuader

Your parents
Name your parents, and decide where they live. They can be dead or missing, if you so desire. If they are dead, decide where they are buried or remembered. Your parents don’t necessarily have to live in your hometown, either.

Your mouse will have picked up some skills from their parents, during their childhood - Pick one of the skills below to be your parents’ profession, and increase it by one point. Make a note of this - If you encounter them, their profession might come into play. Your mouse gains one point in the chosen skill.

Senior Artisan
The first two seasons of a tenderpaw's time in the guard are spent apprenticed to one of the artisans of lockhaven, aiding in the upkeep of the stronghold of the guard.

Name your senior artisan, and pick one of the skills below to be your Senior Artisan’s profession, and increase it by one point. Make a note of this - If you encounter them, their profession might come into play. Your mouse gains one point in the chosen skill. Your Artisan likely still resides in Lockhaven.

Mentor
After their apprenticeship, a tenderpaw is assigned a mentor - a more experienced guardmouse who introduces them to life in the guard, guiding them through difficult situations and training them in the skills essential to being a guardmouse. The lessons a tenderpaw learn in this period depends upon their mentor, and how they prefer to deal with the obstacles and adversity of life in the guard.

Name your mentor, and pick one of the skills below to be the skill stressed most during your training, and increase it by one point. OBS OBS: Tenderpaws must choose a player character as their mentor, and do not choose a skill yet - You are still being trained!

Wises
Wises are areas in which your mouse is specifically skilled or knowledgeable. A long list of suggested wises are below, but it is by no means exhaustive. You may suggest a wise - for animals not listed, Towns, or specific groups of mice (Armourer-wise, Bandit Mouse-wise), for example. Tenderpaws may choose 1 wise, Guardmice may choose 2 wises, Each choice increases your rating in that wise by 2 points. You may choose the same wise twice (giving that wise a rating of 4).

Resources
Resources represent both a mouse’s pay and the other resources available to them, as well as his or her ability to manage these resources well.

Guardmice have a starting Resources rating of 2. Tenderpaws have a starting rating of 1. Modify your starting rating by answering the six questions below, and calculate your mouse's total Resources. Please try and remember/note down the limitations your answers will put upon your traits and skills!

1 - In winter, do you still practice a trade like weaving, smithing or pottery for the Guard?
If so, increase Resources by 1. You must have the skill for the trade in question. You may not take the Leader trait to start. You’re too busy.

2 - Are your parents smiths, politicians, merchants or apiarists?If so, increase your Resources by 1. Your parents must be of the noted trade and may not be in the Guard.

3 - Do you like to buy gifts for yourself and your friends?
If so, decrease your Resources by 1.

4 - Are you thrifty?
If so, increase your Resources by 1. You may not take the Generous trait to start.

5 - Have you ever been in debt? Or are you generally bad with money?
If so, decrease your Resources by 1.

6 - Do you always pack carefully for a journey, ensuring you have everything you need?
If so, increase your Resources by 1. You may not take the Bold or Fiery traits to start.

7 - Are you or have you ever had the rank of Patrol Mice?
If so, increase your Resources by 1.

8 - Are you or have you ever had the rank of Patrol leader?
If so, increase your Resources by 1.

Circles

Circles represents your mouse’s connections - Mice who owe you favours, respect of youngers, gratitude of superiors, and general friendships and reputation.

Guardmice have a starting Circles rating of 2. Tenderpaws have a starting rating of 1. Modify your starting rating by answering the six questions below, and calculate your mouse's total Circles. Please try and remember/note down the limitations your answers will put upon your traits and skills!

1 - Is your mouse gregarious? Does he have lots of friends? Does he make friends easily?
If you answered yes to 1 or more of these, increase Circles by 1. You may not take the Bitter or Jaded traits.

2 - Do you have strong ties to the Guard? Perhaps a family tradition or allies within the Guard?
If so, increase Circles by 1. Either your parents must be in the Guard or your mentor must be family.

3 - Has your character accomplished some great task in the Guard? Does he already have a reputation?
If so, increase Circles by 1.

4 - Does your character have powerful enemies in the Territories?
If so, reduce Circles by 1.

5 - Has your character been convicted of a crime?
If so, reduce Circles by 1.

6 - Is your character a loner, tough and cool?
If so, reduce Circles by 1.

7 - Are you or have you ever had the rank of Patrol leader?
If so, increase your Circles by 1.

Traits
Traits are curious personality quirks that help define your mouse’s character, and can help and hinder you over the course of the game.

You may choose two traits from the list below. You may choose the same trait twice, if you so wish. Traits can be rank 1, 2, or 3. Rank 1 traits give you a 1-off bonus per session, to rolls your trait is deemed to help. Rank 2 traits give you a bonus to all rolls for actions helped by the trait. Rank 3 traits give the bonus from rank 2 skills, as well as a better once-per session bonus.

The available traits are listed below. Each has areas where it is beneficial, and areas where they can harm you. Some of them are pretty self explanatory, some are not. - If you want to know about a trait, ask - PM me, or post in this thread if you want.